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Overwriting Local Mod Config?
mandaloin replied to mandaloin's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
The problem is Mod B's config is mod A's config. It has to be because Mod B only exists to eliminate a dependency on JSRS in Mod A. If I change B's config, A still retains that dependency and will throw errors when playing without JSRS. -
Hello all, I have a mod designed to overwrite the config of another mod, lets call it Mod A. When Mod A is from the Steam Workshop, all is well and my mod overwrites Mod A's config. However, when Mod A is downloaded from Armaholic and ran as a local mod, my mod no longer overwrites it. Is there anything I can do about this?
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Config breaking the game
mandaloin replied to mandaloin's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
That sorted it. Thank you!! -
mandaloin started following CSAT Uniform Armor Troubles, Config breaking the game, Thumb Over Bore for RHS and and 4 others
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Hello all, I'm having trouble with the config on my Leon Kennedy AK mod. It was working well for months until today for some reason. I've tried reinstalling my game and all mods so I've narrowed it down to this mod for sure. When getting into the game I'm presented with the following errors: "No entry 'bin\config.bin/CfgWeapons/arifle_MX_ACO_pointer_F.type'" and "No entry 'bin\config.bin/CfgWeapons/arifle_MX_ACO_pointer_F.selectionFireAnim'". Ignoring those and going into the Virtual Arsenal leaves me unable to equip any rifles, even ones from other mods. I've pasted my entire config below. I cannot see how I'm touching those classes and even though I do include their parent classes (Rifle and Rifle_Base_F) I haven't changed them in any way. It's also identical to the CUP AK config that I'm using as a template. Any help or insight is much appreciated here.
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Hey there! Enjoying the mod but I've run into a bit of a frustration. My group took contact, eliminated it, and moved on. Afterwards 2 of the units in my group would periodically show "Stop" as their current command. It only lasted momentarily and that appeared to be them checking the rear every now and then. That's cool, but then when I issued them a move command, that same periodic "Stop" command would pop up, which caused them to lose the "Move" command I just gave them and returned to formation.
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I made a mod to make your character do a modern C-clamp grip on the M4 Block II and Mk 18 Mod 1 rifles from the RHS mods. This mod will also apply to any retexture mods available for these weapons. RHS USAF and Complimentary Special Weapons are REQUIRED. Google Drive: Download Steam Workshop: Subscribe
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DHI Battle Dress Uniforms
mandaloin replied to Delta Hawk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Disregard, mixed this up with another mod.- 333 replies
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DHI Battle Dress Uniforms
mandaloin replied to Delta Hawk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I actually came here to ask the same question. Would love to see this too!- 333 replies
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I'm looking to commission someone to make a 40 round PMAG. It has to be compatible with the CBA JAM system so it can be used in existing weapons. I would also want to release on Armaholic, Steam Workshop, etc. Shoot me a private message if you're interested.
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I'm considering sprucing up some old mods that aren't updated anymore by adding magazine proxies to them so you can see what magazine is loaded into them, just like the recent updates to CUP and NIArms. Problem is I can't find a guide on how to do it. Does anyone know where I can find this information, or what it involves to make it happen?
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smallarms NIArms Release Thread
mandaloin replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I got anxious waiting for the update, so I cloned the Github to see if I could get any of these config updates early, and, well... Patience is a virtue after all 😅 -
This stuff looks amazing! I've never been this hyped for a mod before. When it comes to adding pouches to the vests, would you consider doing "light" variants? A few mags on the front of the vest, maybe a hydration carrier on the back, and on the belt a holster plus 1 or 2 rifle and pistol mags, nothing more? I like to do civilian-focused stuff and that's pretty representative of what you see in the armed citizen world.
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- usp
- undersiege
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I got so sick of CSAT's ballistic uniforms I finally decided to do something about it! This will change the ballistic protection values of CSAT troops to match NATO's. This means their uniforms will no longer protect them, but their vests and helmets will have the same stats as NATO's. This doesn't change how CSAT looks. For that I highly recommend Massi's CSAT Replacement and PLA Forces (CSAT Alternative). Google Drive: Download Steam Workshop: Subscribe
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CSAT Uniform Armor Troubles
mandaloin replied to mandaloin's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Solved my own problems. All vanilla uniforms have some ballistic protection and I somehow wasn't aware of this. For the "No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope'", it turns out subclasses such as ItemInfo didn't have any definitions. So I made my own blank classes to do the job. That's what was causing the error. It's a bit hard to explain, but I fixed it by following this: Expect to see the finished mod soon! -
I'm working on a config that removes the armor from CSAT uniforms and adds armor to their harnesses. The harnesses aren't giving me any trouble, but the uniforms are. I understand their uniforms inherit armor values from the soldier configs themselves, so I edited those and gave them the same hit points values as CAManBase. Trouble is, now every uniform in the game has ballistic protection and I can't figure out why or how. No one but CSAT should be inheriting these values and there shouldn't be any ballistic protection either. On top of all this I'm getting the "No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope'" and can't figure that one out either. Any help is appreciated here. Here's my config pasted in full. Or you can grab it in mod form if you want to see the effect for yourself: https://mega.nz/#!8MJ2gaDA!g5spf5ly_QEx13kZeQfZ-4N_ts9QijlGo6kh5OcLlwc